#version 450 core
in vec3 vertex_normal;
in vec2 vertex_tex_coord;
out vec4 fragment_color;
layout (location = 3) uniform int mode;
layout (location = 4) uniform vec3 color;
layout (location = 5) uniform vec3 line_color;
layout (binding = 0) uniform sampler2D geometry_texture;
void main()
{
    if (mode  == 0)
        fragment_color = vec4(line_color, 1.0);
    else if (mode == 1)
        fragment_color = vec4(color, 1.0);
    else if (mode == 2)
        fragment_color = texture(geometry_texture, vertex_tex_coord);
}

